![]() I'd say either dex or int are worth putting 8 points in solely for utility like haste and invisibility. Focus on one main damage stat and deal damage primarily with the abilities it affects, but you can dip into other abilities for buffs and utility. Especially since those stats will also boost relevant skill's CC potential and CDs as well. Getting the base 8 int needed for all the nice magic buffs is certainly a potentially good idea for any build, but your damage should usually be focused on whatever stat you stack highest (dex for daggers/bow, str for general melee, int for magic damage). You will do better stacking one stat for damage. There's really no point to limiting yourself to only one or two types of magic, if you're putting the attribute points in intelligent you may as well put at least one ability point in each school so you can cherry pick all the best.Īlso, using magic damage and archery/melee is often just waste of AP. I've yet to test it in the release version though, so I'm not sure how these builds will go.but they seemed reasonable, if not challenging enough on hard in the beta. I'm not a fan of Henchmen myself as hirelings tend to deter from the story and are typically devoid of life. The idea was to cover what the two main companions won't and work with them in different playstyles without being too generic. Spellsword is more or less similar to the idea in Dungeons & Dragons where he's a sword and shield user with heavy armour and some Man-at-Arms skills, but spice it up with some Pyrokinetic and Geomancer skills and he'd mostly be my loremaster, craftsman and blacksmith. She'd also be the main one I'd control for speaking to NPC's, thievery and so on. Heavy use of bows and special arrows and sometimes a dagger, with some Expert Marksman and Scoundrel skills but mix in a bit of Witchcraft. When I actually get my copy, I was thinking of doing a Dark Ranger for Scarlett and a Spellsword for Roderick.ĭark Ranger is more or less something along the lines of Sylvanas from World of Warcraft. I'm still uncertain how she will fare in the eventual cluster****s that I know will happen later on, but it will definitely be fun!Īt the moment my biggest question is whether I will sink any points at all into weaponry, or if I should wait for tenebrium on both rogue and tank. I haven't gotten that far yet with this setup, but it certainly feels much more fun to play, and the dps of a properly built/played meleerogue is insane. I've ended up rerolling the ranger into a pure melee rogue, who actually just carries a bow around just for special arrow usage at pulls. Since I play on hard my normal shots have too high miss-percentage at mid-max range (I think I hit lvl 8 and even had 10 perception at that time). ![]() I started out with the party of 2 casters(hydro+Pyro and aero+geo+witch for the combos during first round), a ranger (pure marksman) and a tank (MAA, 2h and crafting/BS), but after a while I found that the ranger felt both too boring to play, and quite unreliable outside of the special arrows. REAL IN-GAME BUILDS YOU ARE ACTUALLY USING AND ARE SATISFIED WITH. Not what you think might be good or what you think might not be. Write what actual builds you are using and are good, for you - here. What good builds the rest of you are using? Why cant we have both?Īs you see all these synargize perfectly and then compliment and enhance each other even more. which has now been turned into Boulder-bash. Youre able to buff your frontliners even more and strike enemies with a few handy long range spells - while you also get a great spider summon early.ītw, i really liked the Boulder-dash spell. Marksman has several healing and status effect removing spells to help your melee characters, great offense with special arrows and the Earth magic compliments such long range character perfectly. Throw in one level of Witchcraft and its a beaut. It gives you a few long range spells to use from distance if you need to, and a very handy Teleport spell, but also a lot of protection like turn to Air and spells like Lightning strike for direct offense. I find both of these melee type of skills have great synergy with Air magic. or a combination of all these three skills. Warrior-ish skills (Man at arms) + Air magic I tend to spread the skills a lot and play hybrids and i find all of them great.ġ. Ive seen posts by other players that use builds i haven't tried and they report those perform awesomely too, so im interested to hear what other people found out in this sense. ![]() After reading quite a few posts about how some builds are supposedly bad or how some are "not as good" as others i think we could all use a thread where everyone will post what character builds they are using and whats good about them.
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